Use of an electronic gaming machine as wireless access point for mobile devices

ABSTRACT

A gaming system compatible with patron-controlled portable electronic devices, such as smart phones, is described. In particular, an electronic gaming machine (EGM) can be configured with a communication interface that allows portable electronic device carried by the patron to access a network, such as the Internet, with the portable electronic device via the EGM. To prevent patrons from monopolizing an EGM for the purposes of solely accessing the network with their portable electronic devices, the EGM can be configured with interface control logic that controls network access via the communication interface.

BACKGROUND

1. Field of the Described Embodiments

The described embodiments relate generally to gaming systems, such asgaming systems deployed in a casino enterprise. More particularly,apparatuses and methods for developing and maintaining customer loyaltyin the casino enterprise by providing wireless access points for mobiledevices are described.

2. Description of the Related Art

Developing and maintaining a loyal customer base is a critical componentof operating a successful casino enterprise. To develop a loyal customerbase, casino enterprises attempt to generate interactions with theirpatrons that provide a unique and personalized game playing experience.As an example, casino enterprises offer patrons the opportunity toparticipate in a loyalty program. Via the loyalty program, patrons areoffered various promotions and free items that encourage the patron toreturn to the casino and to engage in more game play at the casino.

In the loyalty program, promotions can be tailored to the patron'spreferences. As an example, if preferred, a patron can choose to receivepromotional credits for game play on an electronic gaming machine andinformation regarding this preference can be stored to an accountassociated with the patron for the loyalty program. In general,information regarding the patron's preferences in regard to promotionsas well as other activities within the casino enterprise, such as food,drink and room preferences, can be stored to the patron's accountassociated with the loyalty program. The patron information stored inthe account can be used to personalize the service and the game playingexperience provided to the patron by the casino enterprise.

An ever increasing portion of patrons that visit casinos are regularlycarrying portable electronic devices, such as smart phones, laptops,netbooks and tablet computers, on their person. The portable electronicdevices can provide 1) a means of communication allowing the patron tocommunicate with other individuals within or outside of a casino via anumber of different communication modes, 2) a source of news andinformation, 3) a portal to the patron's on-line activities, such associal media applications, 4) support for entertainment features, suchas audio/video playback and gaming applications, 5) a repository forpersonal information, such as financial information that enablesfinancial transactions in a mobile wallet applications, and 6) a meansof capturing information, such as video images and audio recordings.Thus, portable electronic devices, such as smart phones, are becomingessential tools and in some instances, the primary electronic interfacefor many individuals.

The popularity of portable electronic devices allows for the possibilityof using their capabilities to further personalize and enhance thegaming experience in a casino gaming environment. The wireless andInternet connectivity, including, for example, standard cellularreception and 802.11 connectivity, in a casino might be limited. In viewof the above, methods and apparatus are desired that allow forcomplementary interactions with portable electronic devices within acasino environment, such as when a patron is participating in game playon an electronic gaming machine. It may be beneficial to allow patronsto access a network outside the casino network in a secure manner.

SUMMARY OF THE DESCRIBED EMBODIMENTS

A gaming system compatible with user-controlled portable electronicdevices, such as smart phones, is described. In particular, anelectronic gaming machine (EGM) in the gaming system can be configuredwith a communications interface that allows portable electronic devicecarried by a patron to receive access a wireless network, such as accessto a user's email or to the Internet, via the EGM. The inclusion of acommunication interface can encourage and enable the use of portableelectronic devices and their capabilities at an EGM. To prevent patronsfrom monopolizing an EGM for the purposes of solely accessing thenetwork (e.g., Internet) with their portable electronic devices, the EGMcan be configured with interface control logic that controls networkaccess via the communication interface. In one embodiment, the interfacecontrol logic can be configured to provide power to the interface basedupon recent game play activity on the EGM. For example, network accesscan be based on the amount of game play activity by the user.

One aspect of the methods and apparatus described herein is related toan electronic gaming machine. The electronic gaming machine can include:a cabinet; a first communication interface, a second communicationinterface, a game controller, and an interface controller. Thecommunication interface assembly can include a first communicationinterface integrated into the cabinet for establishing communicationsbetween the electronic gaming machine and a portable electronic device.The second communication interface, also integrated into the cabinet, isconfigurable to allow the portable electronic device to access anetwork. The game controller includes a processor and a memory coupledto the power interface and secured within the gaming cabinet configuredto control a wager-based game. The interface controller is configuredto 1) determine an amount of network access time available for thecommunication interface wherein the amount of network access timeavailable depends on at least an amount of network access time earnedfrom game play activities on the electronic gaming machine, and 2)interrupt the portable electronic device's access to the network via thesecond communication interface when it is determined the amount ofnetwork access time available is below a minimum amount.

Another aspect of the methods and apparatus described herein is relatedto a method in an electronic gaming machine including a communicationinterface configured to provide network access to a portable electronicdevice. The method can be generally characterized as including: 1)blocking network access via the communication interface; 2) establishingcommunications with the portable electronic device via a secondcommunication interface separate from the communication; 3) receiving aninput signal initiating a first wager-based game; 4) determining anamount of network access time earned for the first wager-based game; 5)unblocking access to the network via the communication interface foronly the portable electronic device with which communications have beenestablished; 6) repeatedly determining network access time remainingbased upon the determined amount of network access time earned for thefirst wager-based game and a time since the first wagered-based game wasinitiated; and 7) blocking access to the communication interface whenthe network access time remaining reaches a minimum threshold amount.

Yet another aspect of the methods and apparatus described herein isrelated to an electronic gaming machine. The electronic gaming machineincludes a cabinet, a secondary gaming device coupled to the cabinet,and a game controller. The secondary gaming device includes a secondaryprocessor, including a processor and a memory, separate from a gamecontroller, and a communication interface that allows network access tobe provided to a portable electronic device. The communication interfaceis configured to block network access via the communication interface inresponse to commands received from the secondary processor. Thesecondary processor is configured to 1) determine an amount of networkaccess time available for the communication interface wherein the amountof network access time available depends on at least an amount ofnetwork access time earned from game play activities on the electronicgaming machine and 2) send a command to the communication interface toblock network access when it is determined the amount of network accesstime available is below a minimum amount. The game controller includes aprocessor and a memory communicatively coupled to the secondary gamingdevice and secured within the cabinet, and the game controller isconfigured to control a wager-based game and send information related tothe game play activities to the secondary gaming device.

BRIEF DESCRIPTION OF THE DRAWINGS

The embodiments will be readily understood by the following detaileddescription in conjunction with the accompanying drawings, wherein likereference numerals designate like structural elements, and in which:

FIG. 1 shows an electronic gaming machine with interfaces for a portableelectronic device in accordance with the described embodiments.

FIG. 2A shows a block diagram of a game controller in accordance withthe described embodiments.

FIG. 2B shows a block diagram of a game controller and a secondaryprocessor in accordance with the described embodiments.

FIG. 3 is flow chart of a method for providing network access via aninterface on an EGM in accordance with the described embodiments.

FIG. 4 is a flow chart of a method for detecting an abandoned portableelectronic device at an EGM in accordance with the describedembodiments.

FIG. 5 shows a block diagram of a gaming system including a server andgaming devices in accordance with the described embodiments.

FIG. 6 shows a perspective drawing of a gaming device in accordance withthe described embodiments.

DESCRIBED EMBODIMENTS

In this paper, numerous specific details are set forth to provide athorough understanding of the concepts underlying the describedembodiments. It will be apparent, however, to one skilled in the artthat the described embodiments may be practiced without some or all ofthese specific details. In other instances, well known process stepshave not been described in detail in order to avoid unnecessarilyobscuring the underlying concepts.

A wager-based gaming system compatible with portable electronic devicescontrolled by users of the gaming system is described. The gaming systemcan include a number of features that encourage and enable the use ofportable electronic devices, such as smart phones and tablet computers,in a casino gaming environment. In particular embodiments, electronicgaming machines (EGMs) used in the gaming system can include interfacesfor providing wireless Internet access to portable electronic devicesand/or providing power to user-controlled portable electronic devices.Further, the EGM can be equipped to detect the presence of a portableelectronic device located on or near the EGM. Details of an EGM withthese capabilities are described with respect to FIG. 1. A gamecontroller within the EGM can be configured to control a power and/orcommunication access interface, detect the presence of portableelectronic devices proximate to the EGM and determine whether the devicehas been abandoned or not. Details of a game controller configured forthese purposes are described with respect to FIG. 2A. A secondaryprocessor separate from the game controller can also be used for thesepurposes as described with respect to FIG. 2B. With respect to FIG. 3, amethod for controlling a communication interface is discussed. In oneembodiment, control of the communication interface can depend on recentgaming activity on the EGM. With respect to FIG. 4, a method ofdetecting the presence of a portable electronic device proximate to theEGM is described. The method can include determining whether theportable electronic device has been abandoned at the EGM. Finally,additional details of a game controller and an EGM are described withrespect to FIGS. 5 and 6.

FIG. 1 shows an EGM 2 with interfaces for interacting with a portableelectronic device. The EGM 2 can be part of a gaming system thatincludes a number of gaming devices and servers, such as 4. Thecommunication connection 6 between the EGM 2 and the server 4 can bewired, wireless or a combination of wired and wireless communicationlinks, depending on the local and/or wide area network topology usedwithin the gaming system. The EGM 2 can include a) displays, such as amain display 26 on which a wager-based game can be output, b) audiodevices, such as speaker 24 for outputting sounds from the EGM and c) aplayer input panel 28 including buttons for making inputs associatedwith the play of the wager-based game. These devices can be controlledby a game controller (not shown) located within the cabinet of the EGM2. Further details of EGM's game controller are described with respectto FIGS. 2, 5, and 6.

The EGM 2 can include one or more different types of interfaces thatenable interactions with a portable electronic device, such as a smartphone or a tablet computer. In the embodiment shown in FIG. 1, twointerfaces 32 and 34 are shown. Different types of interfaces includepower interfaces and communication or wireless access interfaces. Via apower interface, power can be supplied to the portable electronicdevice. A communication interface of the EGM can provide communicationlink between the EGM and the portable electric device as well as wiredor wireless network access, for example, to the portable electronicdevice. A patron can then use his or her portable electronic device toemail, text, or otherwise access the Internet. As will be explained inmore detail below, the level of network access can be based on thepatron's level of game play. For example, the more the patron engages ingame play, the higher the level of network access that can be granted.

For instance, interfaces 32 and 34 can be configured to receive aconnector that allows an electronic device to be coupled to the EGM 2 orprovides communication access to the electronic device. In oneembodiment, the interface 32 and 34 can be configured to accept a USBconnector. These examples are for the purposes of illustration only.Although the interface 32 and 34 are shown in FIG. 1 to be connected toa portable electronic device 10 and 14 via a cord, it will be understoodthat the interface 32 and 34 can also provide power to the portabledevice, a communication link between the EGM and the portable device,and/or network access to the portable device in a wireless fashion(without a cord).

According to an embodiment, the EGM 2 can include two communicationinterfaces. One communication interface can establish communications,either wired or wireless, between the EGM 2 and a portable electronicdevice. Another communication interface can allow the portableelectronic device to access the network, which can allow a player totext, email, or otherwise access the Internet. In some embodiments, theamount of and level of network access can depend on the amount of gameplay in which the player has engaged. As will be described in moredetail below, an interface controller can determine the amount ofnetwork access time available for the portable electronic device. Theinterface controller can end the portable electronic device's access tothe network when it is determined the amount of network access timeavailable is below a minimum amount.

In one embodiment, the EGM can be configured to control thecommunication, network access, and/or power provided via the interfaces32 and 34. In particular embodiments, wireless communication access viathe one or more interfaces can be controlled according to such factorsas a current state of the EGM, a game state history of the EGM or astatus of the player at the EGM. One purpose of the wireless accesscontrol can be to discourage users from using the EGM 2 as a wirelessaccess point without engaging in game play. Thus, in a particularembodiment, the availability of wireless access at the interface can belinked to whether the user is playing at a game at the EGM 2. Furtherdetails of a control algorithm that can be employed are described withrespect to FIG. 3. Additional details of embodiments of wirelesscommunication interfaces that can be integrated into an EGM 2 aredescribed below.

In general, one or more interfaces can be provided. When two or moreinterfaces are provided, the interfaces can employ the same or differentconfigurations. In some embodiments, one interface can be a powerinterface and the other interface can be a communication interface(whether wireless or not). A communication interface can provide acommunication link between the EGM and a portable electronic deviceand/or network access to the portable electronic device. Alternatively,both interfaces can be power interfaces or both interfaces can becommunication interfaces (whether wireless or not). Furthermore, forinstance, when two interfaces are provided, both can be configured toaccept a USB connector or a first interface can be configured to becompatible with a USB connector while a second interface can becompatible with a two pronged connector. Alternatively, one or bothinterfaces can be a wireless interface.

The one or more interfaces can be located on different surfaces of theEGM 2. For instance, interface 32 is located on an upper surface of theplayer input panel 28 and interface 34 is located on a front surface ofthe player input panel 28. In other embodiments, the interfaces can belocated on a different surface, such as a front surface 15 of the EGMcabinet. In still other embodiments, the interfaces can be located onthe same surface of the EGM 2.

A connector 18 is shown leading from interface 32 to portable device 14positioned on the player input panel 28 and a connector 20 is shownleading from interface 34 to a portable device 10 located in the pocketof user 8. At the device end, the connector, such as 18 or 20, caninclude an interface compatible with the portable device, such as device14 or the device located in the pocket of user 8. Alternatively, theinterface (such as 30) between the portable device and the EGM can bewireless in which case the portable device can access the network viathe EGM in a wireless fashion.

In the case of a connector, such as 18 or 20, at the EGM end, theconnector 18 or 20 can include an interface compatible with the EGMpower or communication interface. The interfaces at each end of theconnector can be coupled via a cord. Typically, the interface between aconnector (e.g., 18 or 20) and a portable device varies widely frommodel to model and from manufacturer to manufacturer where the interfaceat the device end can transmit communications and/or power to theportable device. Thus, in one embodiment, the connector, such as 18 and20, can be provided by the user, such as 8.

If a standard portable device interface is ever widely adopted andincorporated in portable devices, then this type of interface can beprovided on the EGM 2. For instance, many portable devices provide afemale receptacle for mini-USB interface. Thus, the EGM might include anintegrated “male” mini-USB connector for interfacing with these devices.In one embodiment, a power interface including a “male” connector mayinclude a cord connecting the “male” connector to the EGM 2. Theopposite end of the cord can be connected within the interior of the EGM2 so that the connector can't be pulled from the EGM 2. The cord portionof the connector, between the ends, can include a cut resistant outermaterial to prevent the male connector from being removed.

In another embodiment, the male connector can be mounted to a surface ofthe EGM 2 such that only the male connector extends from the surfacewithout a cord section extending from the EGM 2 coupled to the maleconnector. The male connector can be connected to a joint that allowsthe angle of male connector relative to the surface from which itextends to be adjusted to help accommodate different devices.

Alternatively, the interface between the portable device and the EGM canbe wireless in which case the portable device can access the network viathe EGM in a wireless fashion and/or the portable device can communicatewith the EGM in a wireless fashion. In this embodiment, an interface 30for wireless transmission of Internet connectivity can be provided onthe EGM 2. As an example, player input panel 28 includes a wirelesscommunication interface 30. The wireless communication interface can becompatible with a number of different types of devices. In FIG. 1, aportable device 16 is shown resting on an interface 30. Alternatively,the wireless interface 30 can be compatible with a portable device, suchas 10, that is not resting on the wireless interface. The portabledevice can be, for example, in a patron's pocket or purse, or held bythe patron. Wireless network access via the wireless communicationinterface 30 can be provided or denied depending on the EGM status.

According to an embodiment, the EGM 2 can grant network access to only aportable electronic device that is successfully paired with the EGM 2,and block network access to other nearby portable electronic devices. Inthis embodiment, the EGM 2 will only grant network access to a portableelectronic device that the EGM 2 has determined is associated with theplayer playing the EGM 2.

In another embodiment, the EGM 2 can allow a secondary portableelectronic device to use the EGM 2 as a network access point if the userof the secondary portable electronic device purchases time or isotherwise associated with a player tracking account that has remainingnetwork access time. In this embodiment, the secondary portableelectronic device may not be associated with the player playing the EGM2 and thus can be located farther away from the EGM 2. In addition, theEGM 2 could still allow network access to the player engaged in gameplay on the EGM 2. In this case, one EGM could be equipped for networkaccess to service an area around the EGM without the other nearby EGMshaving to be configured to provide network access.

In particular embodiments, the interfaces 30, 32 and 34 can includesealing mechanisms that are configured to protect the interface 30, 32and 34 in the case of spill, such as a user spilling a drink on theinterface. Further, the interfaces can be configured to protect againstelectrostatic discharge (ESD). The ESD protection can include isolationcircuits, filtering circuits, and suppression components, such asmultilayer varistors, silicon diodes, and polymer-based suppressors.Suppression components protect the circuit by clamping the ESD voltageto a level that the circuit can survive. Connected in parallel with thesignal lines, the suppressors clamp the ESD voltage and shunt themajority of the ESD current away from the data line, and the protectedchip, to the appropriate reference. Typical references are the powerrail and chassis ground.

In alternate embodiments, one or more of the interfaces 30, 32 and 34,can be configured as power and communication interfaces or as acommunication only interface. For instance, via interface 32 andconnector 18, power and data can be transmitted from the EGM 2 to theportable device 14 or only data can be transmitted between the EGM 2 andthe device 14. In one embodiment, for security purposes, when acommunication interface is provided, the communications can beuni-directional such that only data can be sent from the EGM 2 to theportable device via the communication interface. In other embodiments,the return communications that can be sent from the portable device tothe EGM 2 and recognized by the game controller can be very limited forsecurity purposes. The format of the return communications can bedescribed a communication protocol (and/or implemented with an API). Instill other embodiments, the EGM 2 can include one or more wirelesscommunication interfaces and can be used as a wireless access point forthe portable device, such as 10, to access the network, as discussed inmore detail below.

The EGM 2 can support one or more wireless communication interfaces forcommunicating with a portable device, such as 10 and 16. For instance, acommunication wireless interface can support Bluetooth™ communications,communications via Wi-Fi™ (compatible with IEEE 802.11 standards), orNFC communication protocol (see FIG. 5 for more detail). In oneembodiment, a wireless communication interface can be integrated orlocated proximate to a wireless power interface. For example, a wirelesscommunication interface supporting an NFC communication protocol can beintegrated with a wireless power interface 30. Thus, when the device 16is placed near the wireless communication interface 30, NFC formattedcommunication can occur between the device 16 and the EGM 2. In otherembodiments, the wireless communication interfaces can be placed inother locations in or on the EGM 2. Thus, the placement near thewireless power interface is discussed for the purposes of illustrationonly.

In one embodiment, the NFC communication can be used to exchangeinformation to allow pairing to be established between a user-controlledportable device and the EGM 2. For instance, Bluetooth™ pairing occurswhen two Bluetooth devices agree to communicate with each other andestablish a connection. In order to pair two Bluetooth wireless devices,a password (passkey) is exchanged between the two devices. The passkeyis a code shared by both Bluetooth devices, which proves that both usershave agreed to pair with each other. After the passkey code isexchanged, an encrypted communication can be set up between the paireddevices. In Wi-Fi paring, every pairing can be set up with WPA2encryption or another type of encryption scheme to keep the transferprivate. Wi-Fi Direct is an example of a protocol that can be used toestablish point-to-point communications between two Wi-Fi devices. Theprotocol allows for a Wi-Fi device to pair directly with another devicewithout having to first join a local network. The method makes itpossible to share media from a phone, play multiplayer games orotherwise communicate directly, even when no router exists. Via pairingbetween the EGM 2 and portable electronic device, a portable electronicdevice may be able to utilize some of the functionality of secondarydevices residing on the EGM 2. For instance, it may be possible for aplayer to print something from their portable electronic device usingthe printer on the EGM 2 when it is paired to the EGM 2. It may also bepossible to access the network on the portable electronic device bypairing the portable electronic device with the EGM 2 and using the EGM2 as a wireless access point to access the network for texting,emailing, or otherwise accessing the Internet.

The EGM 2 can include one or more support structures configured toreceive a portable electronic device. The support structures can beintegrated into the EGM cabinet such that a portable device placed inthe support structure is not easily knocked out of the support structureand placement of the portable device does not block access to inputbuttons on the EGM 2 during game play. The support structure can beconfigured to support a portable device in various positions, such asupright, on its side, or on its back. Further, the support structurescan be configured to allow a portable device received in the supportstructure to be positioned in a preferred orientation. For instance, inFIG. 1, portable device 14 is placed in a support structure with areceptacle built into the player input panel 28 that allows the portabledevice 14 to be oriented in an upright position. As another example,portable device 16 is placed flat on a ledge of the player input panel28. The ledge can include an indentation or a high-friction material(anti-slip) that is designed to keep the portable device 16 from slidingoff of the ledge. Support structures can be placed in other locations onthe EGM cabinet and these examples are provided for the purposes ofillustration only.

The support structure can include a stand or bracket for supporting thedevice. In one embodiment, the support structure can include a switchthat is activated by a weight of the portable electronic device. Theswitch may be used for portable device detection purposes. The supportstructure can be sealed to provide protection in the event of spills.Further, it can include other tamper-resistant features, such asfeatures that prevent the internal elements of the EGM 2 from beingexposed. In one embodiment, a NFC interface can be located proximate tothe support structure, such that it can be utilized when a device isplaced in the support structure.

In alternate embodiments, the support structure, data interfaces andpower interfaces can be incorporated into a secondary device utilized onthe EGM 2. For instance, one or more of a support structure, a power orcommunication interface or a wireless interface can be incorporated intoa player tracking unit with a smart interface board (SMIB), a cardreader, a bill validator or a printer. Further, all or a portion of thecontrol of the power or communication interfaces and/or wirelessinterfaces in the manner described herein can be performed by asecondary processor on the secondary device in conjunction with orindependently of the game controller on the EGM 2. In anotherembodiment, all or a portion of the control of the power orcommunication interfaces and/or wireless can be implemented in a“service window” type architecture (see FIG. 6 for more details).

In particular embodiments, the EGM 2 can be configured to provideindicators of a status of a power, wireless access, and/or communicationinterface. For instance, in one embodiment, when an interface is active,an icon indicating a status of the interface can be displayed on the EGM2. For example, in FIG. 1, a lightning bolt 36 is shown on display 26 toindicate that power is actively being supplied to one of the powerinterfaces. Similarly, another icon can be displayed to represent anactive communication session via a communication interface, such as acommunication interface involving a wired or wireless connection betweenthe EGM 2 and a portable electronic device and/or access to the network.

In other embodiments, an interface, such as 30, 32 and 34, can besurrounded by a lighted bezel, partially surrounded by a lighted bezelor include an indicator light near the interface. The lighted bezel canbe configured to change color, emit a particular lighting pattern orcombinations, such as flashing or steady, to indicate that the interfaceis delivering power or providing wireless access to the network. Forinstance, a bezel or indicator can be lighted with a green color whenwireless access is enabled by the interface and a red color whenwireless access is cut-off at the interface. In another example, astatus light can be turned on when wireless access is enabled via theinterface and turned off when wireless access is not enabled. Thelighted bezel and/or audio feedback can also be used to indicate properdevice pairing, secure communications and/or recognition and successfulestablishment of communications. Similar status indicators can be usedfor other interfaces, such as communication and power, to indicate anactive or non-active communication or power delivery session.

Other types of feedback mechanisms can be utilized to indicate a statusof an interface. For instance, audio devices can be used to provideaudio feedback and/or vibration generating devices, which can alsoproduce an audible buzz, can be used to provide feedback. These feedbackmechanisms can be used alone or in combination with other feedbackmechanisms, such as a light generating mechanism, to indicate the statusof various processes implemented on the EGM 2.

In particular embodiments, the EGM 2 can be configured to detect thepresence of a portable electronic device and/or user and encourage theuser to retrieve his or her portable electronic device at the end of agame play session. For instance, as shown in FIG. 1, the EGM 2 caninclude a camera, such as 40, with a field of view including the playerinput panel 28. Using image recognition software, the game controllercan be configured to recognize an object, such as but not limited to aportable electronic device, left on the input panel 28. Image datareceived from a camera may also be used to recognize the presence of auser at the EGM 2 and possibly for eye tracking purposes. In oneembodiment, a camera can be placed with a field of view of base of theEGM 2, such as the floor area beneath input panel 28. Image data fromthis camera can be used to recognize objects left on the floor of theEGM 2 near its base, such as a portable electronic device or wallet thathas fallen onto the floor or a purse or bag left at the EGM 2. Asdescribed above, the presence of a portable electronic device can alsobe determined via signal strength and/or triangulation.

When a portable electronic device is detected near the EGM 2, the gamecontroller can be configured, after certain game events, to notify aplayer to retrieve and/or disconnect their device from the EGM 2. Forinstance, after a cashout command is received by the game controller,the gaming controller can be configured to display a message 38, such as“Don't forget your device.” As another example, the EGM 2 can beconfigured to emit a sound effect, such as a beeping to get the user'sattention in regards to retrieving a device. In yet another example, theEGM 2 configured to flash lights in a distinctive pattern to attract theuser's attention.

In one embodiment, the EGM 2 can be configured to generate an“abandoned” object state. In the abandoned device state, the gamecontroller has determined based upon information received at the EGM 2that an object, such as a portable electronic device, has beenpotentially left at the EGM 2. The likelihood that an object has beenactually been abandoned can depend on the criteria used by the gamecontroller to determine whether or not to enter into abandoned objectstate. Different criteria that determines whether the EGM 2 is to enterthe abandoned device state is described in further detail with respectto FIGS. 2 and 4.

In a particular embodiment, when the EGM 2 enters an abandoned devicestate, the EGM 2 can send a message to a server on the network, such asserver 4. In response to receiving the message, the server 4 can beconfigured to send a message to an electronic device carried by a casinoemployee, such as 12. The message can indicate that the EGM 2 hasentered into the abandoned state. In response to receiving the message,the casino employee 12 can then travel to the EGM 2 and attempt toretrieve the device.

In one embodiment, in response to sending the message, the EGM 2 canclear the abandoned device state and enter into an idle state where itis available for game play. In other embodiments, upon entering into theabandoned device state, various features on the EGM 2 can be activated.For instance, the candle 22 can be activated with a particular lightpattern to indicate the EGM 2 is in the abandoned device state or needsattention. However, the EGM 2 may still be available for game play. Inanother example, in the abandoned device state, the EGM 2 can disablegame play, such as via entering into a tilt state. In this example,operator intervention can be required to clear the abandoned devicestate and allow the EGM 2 to enter into the active state where game playis enabled on the device.

When the abandoned device state is entered, the EGM 2 can be configuredto save and/or communicate information that can help to identify theowner of the device. If the user that was participating in game playjust before the abandoned state is triggered has identified himself orherself, such as via providing loyalty program information, thisinformation can be saved and included a message sent to server 4. Ifimage data from a camera is available that includes the last patron atthe EGM 2 prior to the triggering of the abandoned device state, thenthis image can be sent to server 4. If a wireless connection wasestablished between the EGM 2 and an abandoned device, then informationassociated with the device used to establish the connection can be sentin the message to a server 4. In addition, the EGM 2 can sendinformation about its state prior to the entering the abandoned devicestate, such as the a) game being played, b) the most recent amount ofmoney deposited on the EGM 2, c) a time period of the last game playsession on the EGM 2 (e.g., from the last time money was deposited onthe EGM 2 prior to the abandoned device state to the occurrence of zerocredits or a cashout command), d) a time when the abandoned state wastriggered, e) a time when a potentially abandoned device was triggered,f) a location of the EGM 2, g) a location of the potentially abandoneddevice or object if it is known (e.g., on the player input panel or onthe floor underneath the player input panel), h) combinations thereof.

In one embodiment, the gaming system can be configured to store theinformation described in the previous paragraph to a lost devicedatabase, as part of an incident report. Then, the system can beconfigured to allow queries of the database. For example, a patronseeking a lost device can report that at about a certain time, he or shewas playing a certain game and that he or she lost a particular deviceor object. This information can be entered into the system and thesystem can be queried to determine if any incident reports match thecriteria provided by the patron seeking the lost device information.

Further, the information about a portable device may have beenpreviously stored. For instance, the player can be using the device as aplayer tracking instrument and thus, the device may be associated with aparticular player. In this instance, an alternate communication channel,such as an e-mail or alternate number provided by the player can be usedto notify the player that the portable device has been recovered. If theplayer is staying at the gaming establishment, then a message and/or therecovered device can be delivered to the player's room.

The EGM 2 can also be configured to turn off power to a power orcommunication interface (whether or not wireless) if the EGM 2 detectsan abandoned device state. Next, details in regard to how an abandoneddevice state can be triggered are described with respect to FIG. 2.

FIG. 2 shows a block diagram of an embodiment of a game controller 50for an EGM. The game controller 50 can be configured to control the playof a wager-based game on an EGM. The game controller 50 can includelogic for generating a state on the EGM 2. The game controller 50 can beconfigured to collect and store state information 60 associated witheach game state where the information that is stored can vary fromstate, such as, but not limited to, a posting of credits to the EGM, anindication of a wager, an indication to initiate a game and anestablishment of a communication with a portable electronic device, etc.As described above, the state information 60 can be used to determinewhether power is to be supplied to the power or wireless accessinterface assembly 66.

The game controller 50 can also include a network interface 64 forcommunicating with remote devices, such as casino service server 54and/or a player tracking server 56. As an example, the game controller50 can contact the casino server with a message indicating an object hasbeen abandoned at the EGM 2 as described with respect to FIG. 1. Theplayer tracking server 56 can be used to retrieve player trackinginformation about a particular patron, such as identity and status,stored in a player tracking account. As will be described in more detailbelow and with respect to FIG. 3, the status of a player can affect howa power and/or communication interface assembly 66 on the EGM 2 iscontrolled.

As shown in FIG. 2B, a secondary gaming device 80, such as a playertracking unit, a card reader, a bill validator, and a printer, that isseparate from the game controller 50 can be provided to enable aportable electronic device to wirelessly access the network. As shown inFIG. 2B, secondary gaming device includes a secondary processor 82 andthe interface assembly 66 for delivering power and/or communication orproviding wireless network access to a portable electronic device. Thesecondary processor 82 can include a processor and a memory. Via awireless network access interface, a patron can use his or her portableelectronic device to send and receive email, send and receive textmessages, or otherwise access the Internet.

The interface control logic 62 can be used to control the power and/orcommunication interface assembly 66. For example, according to anembodiment, the interface control logic 62 can determine whether toallow or block network access. In another embodiment, the interfaceassembly 66 can also include a switch 68 that allows the flow of powerto the interface assembly 66 to be interrupted and a status indicator 70that can be used to indicate a status of the interface assembly, such aswhether wired or wireless network access is being provided via theassembly 66. According to another embodiment, the switch 68 can controlthe communication interface by either allowing a portable electronicdevice Internet access via the communication interface or interruptingsuch access. The interface assembly 66 can be controlled by theinterface control logic 62. Further details of the interface controllogic 62 are discussed with respect to FIG. 3. In the embodiment shownin FIG. 2B, the secondary processor 80 is operatively coupled to thegame controller 50 so that the interface control logic 62 in thesecondary processor 80 can receive information from the game controller50 regarding the idle state, player status, and the like.

The device and player detection logic 58 can be used to determinewhether an object, such as portable electronic device and/or a user arepresent at the EGM 2. The player detection logic can utilize informationreceived from various EGM interfaces 52 to make this determination, suchas a camera, input buttons, a touchscreen interface, value input/outputinterfaces, wireless device interfaces and/or power interfaces. Asdescribed above, information associated with these interfaces, such aswhether a wireless communication link has been established between theEGM and a portable electronic device, can be stored as part of the stateinformation 60.

When a device is detected at the EGM, the abandoned state logic 55 canbe configured to initiate outputs on the EGM that remind a player totake the detected device to avoid it the device left at the EGM.Further, the abandoned state logic 55 can be used to determine when anabandoned device state is to be triggered. In one embodiment, thedetermination of whether to initiate an abandoned device state can begenerated using information generated from the device and playerdetection logic 58 that indicates that a device and/or player is presentat the EGM. Once an abandoned device state is triggered, the abandonedstate logic can be configured to determine what actions to take duringthe state, such as notifying a casino attendant to retrieve the deviceand/or entering into a tilt state. Further, the abandoned state logic 55can determine when to clear the abandoned device state, which can bebased upon actions taken at the machine and/or inputs received at theEGM, such as inputs from a remote device or inputs from an operator viaan operator menu on the EGM.

The game controller 50 can utilize a number of mechanisms and employ anumber of different methods to determine whether a portable electronicdevice and/or a patron are nearby, which can be incorporated in thedevice and player detection logic 58. For example, the logic 58 can beconfigured to use gaming events, such as an indication of a deposit ofmoney from a bill validator or inputs received from input devicesassociated with game play. It can be assumed that when these gamerelated events are occurring and shortly thereafter, a person is nearbythe EGM. Further, if an idle state is detected on the gaming machine forsome period of time after a period of gaming activity. It can be assumedthat a patron is not nearby. The use of a detection of gaming relatedevents doesn't identify the presence of person or lack of presence of aperson in all situations. For instance, a person can be located near anEGM in a position that allows them to play but may not be playing. Thus,the fact the EGM is in idle state will not detect a player in thisscenario.

For the purposes of determining whether a device has been abandoned, itcan be desirable to determine if a player playing the gaming machine hasleft or changed. It is possible that a first player can deposit money,play and then reach a zero balance or cashout. The zero balance or acashout event can be followed by an amount of idle time. Then, the firstplayer can deposit additional funds at the EGM or the first player canleave. In the instance where the first player leaves, a second playercan deposit money, play and then cashout or reach zero balance. Usingjust game play events alone, it may not be possible to distinguishwhether a single player or multiple players performed this sequence ofevents. However, in one embodiment, the player detection logic can beconfigured with the assumption that when a zero balance is reached orcashout command is received followed by a threshold amount of idle time,the player at the EGM has left and any new game play is initiated by anew player. When it is determined that a person is no longer presentbased upon the person detection criteria and it is determined that adevice is still present at the EGM based upon the device detectioncriteria, then an abandoned device state can be triggered. Prior to theplayer leaving, the EGM can be configured to generate a reminder for theplayer to take their device to prevent the abandoned device state fromoccurring.

The likelihood of detecting the presence or non-presence of a player canbe increased by using more information from additional sources. Forinstance, a camera or other type of sensors 52, such as a motiondetector, can be used to determine that a player is near the EGM. In oneembodiment, image data from the camera can be used for the purposes offacial recognition. Further, the camera can be used for eye trackingpurposes. The use of data from these devices may be used to determinethat a user is nearby when game play is not occurring. Similarly, when awireless or wired interface on the EGM receives information transmittedfrom a portable electronic device and establishes a communicationsession with the portable electronic device, it can be assumed that aportable electronic device is nearby and at least initially so is theperson that brought the device into the vicinity of the EGM. Thewireless or wired interface can be configured to detect the presence ofa device, such as device drawing power and/or participating in acommunication session with the interface and report when it is loses itsconnection to the device and can no longer detect it. This inability todetect a previously detected device can be used as an indication thatthe device is no longer present at the EGM. Thus, based upon thisinformation, the logic 58 can be configured to indicate that the deviceis no longer present. Again, this determination doesn't guarantee thatthe portable device is no longer physically present because the user mayhave simply turned off the device or the device may have run out ofpower. However, as described above, the use of a camera may enable tothe presence of a device or other object to be detected even if thedevice is no longer communicating via an interface with the EGM.

In some instances, it may be possible to determine approximately thelocation of a portable electronic device based upon wireless signalsemitted from the portable electronic device. For instance, the wirelesssignal can be detected from a portable electronic device at multiplelocations and the location can be estimated via triangulation or basedupon signal strengths. In one embodiment, this information can begenerated by a remote device, such as server 54 and transmitted to theEGM. The server 54 may provide regular updates of the positions ofnearby electronic devices.

The location data can be used to determine whether a device has beenleft at the EGM. For instance, a portable electronic is detected nearbyan EGM at around the same time as gaming has begun on the EGM and then,later the EGM can enter into an idle state. As described above, theentering of the idle state can indicate that the person playing the EGMhas left. If the portable electronic device is still detected, e.g., itslocation has not changed and/or there is still a connection between thedevice and the EGM, the occurrence of these events can cause abandoneddevice state on the EGM to be triggered. As another example, if a secondelectronic device is detected near the EGM and/or gaming activities areinitiated on the EGM and the first electronic device previously detectedis still present, the logic 55 can determine that the first electronicdevice has been abandoned and the abandoned device state can betriggered.

In yet another example, a first electronic device can be detected at anEGM about the same time that player tracking information associated witha first player is detected. Then, player tracking information associatedwith a second player can be detected at the EGM while the firstelectronic device is still detected. Based upon, the detection of thiscombination of events, the abandoned device state can be triggered onthe EGM. In general, one or more of game play activity, information fromwireless and wired interfaces, sensor data (e.g., image data from acamera) and player tracking information received at the EGM can be usedto determine whether a device has been abandoned. The sequence andtiming of events relative to one another can affect the determination.For instance, a detection of game play activity and a detection of anelectronic device at about the same time followed by an idle period onthe EGM while the electronic device is still detected may trigger anabandoned device state because it is assumed that the idle periodindicates the player has left. Next, with respect to FIG. 3, methods ofcontrolling access to a communication interface assembly 66 aredescribed.

FIG. 3 is a flow chart of a method 100 for enabling network access for aportable electronic device via a wired or wireless communicationinterface on an EGM. In 102, an idle state can be detected on the EGM.In one embodiment, the idle state can be defined as zero creditsavailable on the EGM and no activity for a time period. In 104, the idlestate can be determined for the communication interface. In oneembodiment, in the idle state, access to the communication interface canbe switched “on” in the idle state and the interface indicator can becontrolled to indicate that network access is available. If a devicepairs with the EGM and begins accessing the network via thecommunication interface before game play begins, the EGM can enter intoan attract mode and/or generate a message indicating that to receiveadditional network access time, game play is required.

In another embodiment, in the idle state, the network access can beinitially switched off and an indicator light associated with thecommunication interface can be set to indicate that the network accessis in an off state. In 106, if a portable electronic device is detectednear the EGM or connected to the communication interface (e.g., aconnector is plugged into the communication interface or a device isplaced on the interface), then again an attract feature can bedisplayed. In addition, a message can be displayed that indicates hownetwork access time can be earned or maintained. For instance, a play ofone game per minute can be required to keep the communication interfaceon. In another example, an amount wagered per time can be required. Inyet another example, a higher level of network access can be earned ifmore is wagered. In such an embodiment, the network access can beincrease from email access to general Internet access or even high speedvideo streaming if the amount wagered per time increases to a thresholdamount.

In one embodiment, based upon the amount wagered, a period of networkaccess time can be earned, such as, for example, 15 seconds for eachdollar wagered or some amount of watts for each dollar wagered. The ratethat network access time that is earned can be configurable on the EGM.In one embodiment, the EGM can include a display meter that indicateshow much network access time has been earned. The meter can account fornetwork access time being earned and used by a device. In oneembodiment, the EGM can include a bonus where an additional amount ofnetwork access time on the EGM can be awarded to a user.

The amount of network access time earned can be used to determine howthe long the communication interface will remain “on.” As each game isinitiated, an amount of Internet access time that is earned can bedetermined Then, the EGM can then begin to subtract time from the amountof time earned until the next game is initiated. When the amount of timeremaining reaches zero or some minimum threshold amount, then the gamecontroller can be configured to turn the communication interface off.

In one embodiment, the amount of network access time earned and that isavailable to the communication interface can be determined on a game bygame basis. Thus, the amount of time earned can vary from game to gamedepending on game parameters, such as amount wagered. However, an EGMcan be configured not to carry over any network access time earned froma previous a game that is remaining and add it to the network accesstime earned for the current game. In another embodiment, the amount ofnetwork access time that is earned from first game or a first series ofgames that is remaining when a second game is initiated can be added tothe time earned for the second game. Thus, depending on the rate ofplay, an amount network access time that is earned can be built up andthe communication interface can remain on as long as there is chargetime remaining.

The EGM can also be configured to limit the amount of network accesstime earned at any given time to a maximum threshold amount, such as afew minutes or even half an hour or more. For each game play, the amountof network access time earned can be determined and added to any timeremaining that was earned from previous game play as described in theprevious paragraph. However, the amount of network access time earnedcan be limited to thus maximum threshold amount. Thus, after a series ofgames played, there can be some time amount of network access timeremaining Then, another game can be initiated and the network accesstime earned for the game can be determined and added to the amount ofnetwork access time remaining. If the total network access time earnedexceeds the maximum threshold amount then it can be set to the maximumthreshold amount. Using a maximum threshold amount assures that someminimum rate of play needs to be maintained on the EGM for thecommunication interface to remain on.

In 108, a non-idle state can be detected. For example, an amount ofcredits can be deposited on the EGM. In response, in one embodiment, theEGM can immediately start allowing a portable electronic device to pairwith the EGM and access the network via the communication interface. Inthis instance, some initial amount of wireless access time, such as, forexample, a minute, can be given for depositing money in the EGM.However, if a game is not initiated within this initial time period,then the communication interface can be shut off until game play begins.

In another embodiment, the EGM can begin determining one or moreparameters, such as an amount wagered and/or amount wagered per time,and based upon the one or more parameters determine an amount of networkaccess time and/or level of network access earned. In response to adetermination that network access time has been earned, the gamecontroller can generate a command that causes the communicationinterface to allow a portable electronic device to access the networkvia the communication interface. The game controller can then alsogenerate a command that causes a status indicator to indicate wirelessaccess is being supplied to the communication interface if such a statusindicator is provided. In one embodiment, the communication interfacemay not allow network access until some minimum amount of network accesstime has been earned, such as, for example, 1 minute or 5 minutes worthof network access time.

Similarly, in response to a determination that a new level of networkaccess has been reached, the game controller can generate a command thatcauses the communication interface to allow a portable electronic deviceto access the next level. For example, the communication interface mayinitially allow a user to only send and receive text messages using hisor her portable device. If it is determined that the user has reachedthe next access level, the game controller can then generate a commandthat causes the communication interface to also allow emailcommunication via the user's portable device. If it is then determinedthat the user has reached a further access level, the game controllercan then generate a command that causes the communication interface toallow all Internet access. In some cases, the user may be able to reacha level of high speed network access that allows, for example, videostreaming.

In 110, a player status can be detected. The player status can bereceived from a host system, such as player tracking system host, inresponse to a player providing identification information associatedwith a loyalty program at the EGM. In one embodiment, the playertracking system can indicate that the network access is to be providedvia the interface independently of game play activities. For example, ahigh status player can insert his or her player tracking card in a cardreader on the EGM or a communication session can be established betweena portable electronic device and the EGM to initiate player tracking onthe EGM. When the player is properly identified, the EGM can providenetwork access via the interface at the EGM and the communicationinterface can remain on while the player tracking card remains in thecard reader or the communication session is maintained between the EGMand the portable electronic device belonging to the identified player.

In one embodiment, a user can have a network access level and/or anamount of network access time remaining from a previous game playsession. The network access level and/or amount of network access timeremaining can be stored to his or her player tracking account. When theplayer provides his or her account information at the EGM, the playertracking system can indicate the network access level and/or how muchnetwork access time the player has remaining Then, the level of networkaccess and/or amount of Internet access time a player has remaining canbe made available on the EGM. Thus, according to this embodiment, thenetwork access level and/or network access time belonging to a playercan be used at different EGMs because the network access level and/ornetwork access time is stored to the patron's player tracking account.

In 112, the communication interface assembly control algorithm can beselected. The control algorithm that is used can depend on whether theplayer is a member of the casino's loyalty program and has providedinformation at the EGM that allows his or her account information to beaccessed. In one embodiment, a high status player can have thecommunication interface activated and can receive unlimited networkaccess time and/or the highest network access level independently of hisor her game play activities. A lower player status can earn networkaccess time according to a first algorithm that depends on his or hergame play activities. An unidentified player can earn network accesstime according to a second algorithm that depends on his or her gameplay activities. In one embodiment, an identified player can earnnetwork access time at a faster rate for similar amounts of game playthan an unidentified player. As another example, a maximum thresholdamount of network access time that can be earned for a first player canbe different than a second player.

In 114, the communication interface assembly can be controlled accordingto the selected algorithm, i.e., allow or suspend network accessdepending on whether network access time has been earned or not. In oneembodiment, the communication interface assembly can terminate networkaccess when a cashout command or zero credits is reached on the EGM andany remaining network access time can be lost. In addition, the rate orother parameters that the EGM is tracking to determine whether to allownetwork access via the interface or not can be reset. For instance, theEGM may not track a rate of play based upon game play that occurredbefore the cashout command or zero credit state was reached but onlyupon game play that subsequently occurs after additional credits aredeposited on the EGM.

In another embodiment, after a cashout command or zero credits isreached, the EGM can allow any remaining earned network access time tobe used. For instance, if a user has coupled a portable electronicdevice to the communication interface before a cashout command or zerocredits were reached, the EGM can be configured to allow the portabledevice to receive the remaining network access time via thecommunication interface until the remaining network access time is used.When an idle state is next detected, the EGM can return to 104 anddetermine the idle state of the communication interface assembly. In oneembodiment, as described above, when a player has been identified, allor a portion of the network access time remaining can be saved to his orher player tracking account. Then, network access time earned on a firstEGM can be utilized on a second EGM.

Next, details of the abandoned portable device are discussed. FIG. 4 isa flow chart of a method 200 for detecting an abandoned portableelectronic device at an EGM. In 202, the EGM can determine that a gameplay session has begun. Based upon the occurrence of the game events,the EGM can be programmed for the purpose of triggering the abandoneddevice state that a player is present. In 204, before the game playsession has begun or after the game play session has begun, the EGM candetermine an electronic device is present at the EGM based upon adetermination criteria described above. For instance, the EGM canestablish a wireless communication session with a portable electronicdevice. The communication range of the interface can be small enoughthat the EGM can be programmed for the purposes of triggering theabandoned device state that an electronic device is present andassociated with the player.

In 206, an event can be detected on the EGM that triggers a “remind theplayer to take their device” state. As an example, the event can becashout command being received or a zero balance being reached on theEGM. In one embodiment, the EGM will only remind the player if a devicehas been detected. The reminder to the player can be generated as amessage that is output to a display, a sound emitted by an audio device,a change in status of the lighting devices on the EGM (e.g., the buttonscan flash) or combinations thereof.

In 208, the EGM can determine a device has been abandoned using somecombination of inputs received at the EGM. An abandoned device can beindicated when the EGM is no longer able to detect the presence of aplayer but an electronic device is still detectable. For instance, if anelectronic device is detected around the same time that game play beginson the EGM and then game play ceases on the EGM for some time periodwhile the electronic device is still detectable, then the EGM cantrigger an abandoned device state. In one embodiment, the abandoneddevice state can depend on whether a player has identified himself orherself at the EGM or not and if he or she has identified his or herstatus in a loyalty program. For instance, in one embodiment, theabandoned device state may only be triggered for high status players.

If an abandoned device state is entered, the EGM can be configured toinitiate a number of actions. For instance, in 210, the EGM can send amessage that causes a gaming operator to retrieve the device. In anotherexample, the EGM can save information that might help to identify theowner of the abandoned device, such as information regarding events thatoccurred on the EGM just prior to the abandoned device state beingtriggered. In yet another example, the EGM can suspend game play on theEGM for some time period. In 212, the EGM can clear the abandoned devicestate and return to normal operations including determining whether anew player and a new device are present at the EGM and determiningwhether the new device has been abandoned.

FIG. 5 shows a block diagram of a gaming system 600 in accordance withthe described embodiments. The gaming system 600 can include one or moreservers, such as server 602, and a variety of gaming devices includingbut not limited to table gaming devices, such as 652, mobile gamingdevices, such as 654, and slot-type gaming devices, such as 656. Thetable gaming devices, such as 652, can include apparatus associated withtable games where a live operator or a virtual operator is employed. Thegaming devices and one or more servers can communicate with one anothervia a network 601. The network can include wired, wireless or acombination of wired and wireless communication connections andassociated communication routers.

Some gaming devices, such as 652, 654 and 656, can be configured with aplayer interface that allows at least 1) selections, such as a wageramount, associated with a wager-based game to be made and 2) an outcomeof the wager-based game to be displayed. As an example, gaming devices,652, 654 and 656, include player interfaces, 652 a, 654 a and 656 a,respectively. Typically, gaming devices with a player interface arelocated in publicly accessible areas, such as a casino floor. On theother hand, some gaming devices, such as server 602, can be located inpublically inaccessible areas, such is in a back-room of a casino oreven off-site from the casino. Gaming devices located in publiclyinaccessible areas may not include a player interface. For instance,server 602 does not include a player interface. However, server 602includes an administrator interface 635 that allows functions associatedwith the server 602 to be adjusted.

An example configuration of a gaming device is described with respect togaming device 604. The gaming device 604 can include 1) a gamecontroller 606 for controlling a wager-based game played on the gamingdevice and 2) a player interface 608 for receiving inputs associatedwith the wager-based game and for displaying an outcome to thewager-based game. In more detail, the game controller 606 can include a)one or more processors, such as 626, b) memory for holding softwareexecuted by the one or more processors, such as 628, c) a power-hittolerant memory, such as 630, d) one or more trusted memories, such as632, e) a random number generator and f) a plurality of softwareapplications, 610. The other gaming devices, including table gamingdevice 652, mobile gaming device 654, slot-type gaming device 656 andserver 602, can each include a game controller with all or a portion ofthe components described with respect to game controller 606. Typically,the power-hit tolerant memory is a non-volatile memory of some type.

In particular embodiments, the gaming device can utilize a “state”machine architecture. In a “state” machine architecture criticalinformation in each state is identified and queued for storage to apersistent memory. The architecture doesn't advance to the next statefrom a current state until all the critical information that is queuedfor storage for the current state is stored to the persistent memory.Thus, if an error condition occurs between two states, such as a powerfailure, the gaming device implementing the state machine can likely berestored to its last state prior to the occurrence of the errorcondition using the critical information associated with its last statestored in the persistent memory. This feature is often called a “rollback” of the gaming device. Examples of critical information can includebut are not limited to an outcome determined for a wager-based game, awager amount made on the wager-based game, an award amount associatedwith the outcome, credits available on the gaming device and a depositof credits to the gaming device.

The power-hit tolerant memory 630 can be used as a persistent memory forcritical data, such as critical data associated with maintaining a“state” machine on the gaming device. One characteristic of a power-hittolerant memory 630 is a fast data transfer time. Thus, in the event ofa power-failure, which might be indicated by a sudden power fluctuation,the critical data can be quickly loaded from volatile memory, such asRAM associated with the processor 626, into the power-hit tolerantmemory 630 and saved.

In one embodiment, the gaming device 605 can be configured to detectpower fluctuations and in response, trigger a transfer of critical datafrom RAM to the power-hit tolerant memory 630. One example of apower-hit tolerant memory 630 is a battery-backed RAM. The batterysupplies power to the normally volatile RAM so that in the event of apower failure data is not lost. Thus, a battery-backed RAM is also oftenreferred to as a non-volatile RAM or NV-RAM. An advantage of abattery-backed RAM is that the fast data transfer times associated witha volatile RAM can be obtained.

The trusted memory 632 is typically a read-only memory of some type thatmay be designed to be unalterable. An EPROM or EEPROM are two types ofmemory that can be used as a trusted memory 632. The gaming device 604can include one or more trusted memories. Other types of memories, suchas Flash memory, can also be utilized as an unalterable memory and theexample of an EPROM or EEPROM is provided for purposes of illustrationonly.

Prior to installation the contents of a trusted memory, such as 632, canbe verified. For instance, a unique identifier, such as a hash value,can be generated on the contents of the memory and then compared to anaccepted hash value for the contents of the memory. The memory may notbe installed if the generated and accepted hash values do not match.After installation, the gaming device can be configured to check thecontents of the trusted memory. For instance, a unique identifier, suchas a hash value, can be generated on contents of the trusted memory andcompared to an expected value for the unique identifier. If thegenerated value of the unique identifier and the expected value of theunique identifier don't match, then an error condition can be generatedon the gaming device 604. In one embodiment, the error condition canresult in the gaming device entering a tilt state where game play istemporarily disabled on the gaming device.

Sometimes verification of software executed on the gaming device 604 canbe performed by a regulatory body, such as a government agency. Oftensoftware used by a game controller, such as 606, can be highlyregulated, where only software approved by a regulatory body is allowedto be executed by the game controller 606. In one embodiment, thetrusted memory 632 can store authentication programs and/orauthentication data for authenticating the contents of various memorieson the gaming device 604. For instance, the trusted memory 632 can storean authentication program that can be used to verify the contents of amass storage device, such as 620, which can include software executed bythe game controller 606.

The random number generator (RNG) 634 can be used to generate randomnumbers that can be used to determine outcomes for a game of chanceplayed on the gaming device. For instance, for a mechanical or videoslot reel type of game, the RNG, in conjunction with a paytable thatlists the possible outcomes for a game of chance and the associatedawards for each outcome, can be used to generate random numbers fordetermining reel positions that display the randomly determined outcomesto the wager-based game. In other example, the RNG might be used torandomly select cards for a card game. Typically, as described above,the outcomes generated on a gaming device, such as 604, are consideredcritical data. Thus, generated outcomes can be stored to the power-hittolerant memory 630.

Not all gaming devices may be configured to generate their own gameoutcomes and thus, may not use an RNG for this purpose. In someembodiments, game outcomes can be generated on a remote device, such asserver 602, and then transmitted to the gaming device 604 where theoutcome and an associated award can be displayed to the player via theplayer interface 608. For instance, outcomes to a slot-type game or acard game can be generated on server 602 and transmitted to the gamingdevice 604.

In other embodiments, the gaming device 604 can be used to play centraldetermination games, such as bingo and lottery games. In a centraldetermination game, a pool of game outcomes can be generated and then,particular game outcomes can be selected as needed (e.g., in response toa player requesting to play the central determination game) from thepool of previously generated outcomes. For instance, a pool of gameoutcomes for a central determination game can be generated and stored onserver 602. Next, in response to a request to play the centraldetermination game on gaming device 604, one of the outcomes from thepool can be downloaded to the gaming device 604. A game presentationincluding the downloaded outcome can be displayed on the gaming device604.

In other embodiments, thin client type gaming devices, such as mobilegaming devices used to play wager-based video card or video slot games,may be configured to receive at least game outcomes from a remote deviceand not use an RNG to generate game outcomes locally. The game outcomescan be generated remotely in response to inputs made on the mobiledevice, such as an input indicating a wager amount and/or an input toinitiate the game. This information can be sent from the mobile deviceto a remote device, such as from mobile gaming device 654 to server 602.After receiving the game outcome from the remote device, a gamepresentation for the game outcomes generated remotely can be generatedand displayed on the mobile device. In some instances, the gamepresentation can also be generated remotely and then streamed fordisplay to the mobile device.

The game controller 606 can be configured to utilize and execute manydifferent types of software applications 610. Typically, the softwareapplications utilized by the game controller 606 can be highly regulatedand may undergo a lengthy approval process before a regulatory bodyallows the software applications to be utilized on a gaming devicedeployed in the field, such as in a casino. One type of softwareapplication the game controller can utilize is an Operating System (OS).The OS can allow various programs to be loaded for execution by theprocessor 626, such as programs for implementing a state machine on thegaming device 606. Further, the OS can be used to monitor resourceutilization on the gaming device 606. For instance, certainapplications, such as applications associated with game outcomegeneration and game presentation that are executed by the OS can begiven higher priority to resources, such as the processor 626 and memory628, than other applications that can be executing simultaneously on thegaming device.

As previously described, the gaming device 604 can execute software fordetermining the outcome of a wager-based game and generating apresentation of the determined game outcome including displaying anaward for the game. As part of the game outcome presentation one or moreof 1) electro-mechanical devices, such as reels or wheels, can beactuated, 2) video content can be output to video displays, 3) soundscan be output to audio devices, 4) haptic responses can be actuated onhaptic devices or 5) combinations thereof, can be generated undercontrol of the game controller 606. The peripheral devices used togenerate components of the game outcome presentation can be associatedwith the player interface 608 where the types of devices that areutilized for the player interface 608 can vary from device to device.

To play a game, various inputs can be required. For instance, via inputdevices coupled to the gaming device 604, a wager amount can bespecified, a game can be initiated or a selection of a game choiceassociated with the play of the game can be made. The software 610executed by the game controller 606 can be configured to interpretvarious signals from the input devices, such as signals received from atouch screen controller or input buttons, and affect the game played onthe gaming device in accordance with the received input signals. Theinput devices can also be part of the player interface 608 provided withthe gaming device, such as 604.

In other embodiments, the gaming software 610 executed by the gamecontroller 606 can include applications that allow a game historyincluding the results of a number of past games to be stored, such asthe previous 10 or 100 games played on the gaming device 604. The gamehistory can be stored to a persistent memory including but not limitedto the power-hit tolerant memory 630. The gaming controller 606 canconfigured to provide a menu (typically, only operator accessible), thatallows the results of a past game to be displayed via the playerinterface 608. The output from the history menu can include are-creation of the game presentation associated with a past gameoutcome, such as a video representation of card hand associated with avideo poker game, a video representation of a reel configurationassociated with a video slot game, and/or raw data associated with thepast game result, such as an award amount, an amount wagered, etc. Thehistory menu can be used for dispute resolution purposes, such as if aplayer complains that they have not been properly awarded for a gamepreviously played on the gaming device 604.

The reporting software can be used by the game controller 606 to reportevents that have occurred on the gaming device 604 to remote device,such as server 602. For instance, in one embodiment, the game controller606 can be configured to report error conditions that have been detectedon the gaming device 604, such as if a device has malfunctioned or needsattention. For instance, the reporting software can be used to send amessage from the gaming device 604 to the server 602 indicating that aprinter on the gaming device needs a refill of tickets. In anotherembodiment, the gaming controller 606 can be configured to reportsecurity events that may have occurred on the gaming device 604, such asbut not limited to if a door is opened, a latch is activated or aninterior portion of the gaming device 604 has been accessed.

In yet other embodiments, the game controller 606 can be configured toreport gaming activity and associated events that has been generated onthe gaming device, such as a deposit of cash or an indicia of credit, atthe gaming device, a generation of game outcome including an associatedaward amount and a dispensation of cash or an indicia of credit from thegaming device 604. As part of a loyalty program, the gaming activity canbe associated with a particular player. The reporting software caninclude player tracking elements that allow the gaming activity of aparticular player to be reported to a remote device, such as server 602.

The game controller 606 can execute the authentication software toverify the authenticity of data and/or software programs executed on thegaming device 604. For instance, the authentication software can be usedto verify the authenticity of data and/or software applications whenthey are first downloaded to the gaming device 604. Further, theauthentication software can be used to periodically verify theauthenticity of data and/or software applications currently residing onthe gaming device, such as software applications stored on one of thememories coupled to the gaming device 604 including applications loadedinto the memory 628 for execution by the processor 626.

The communication software executed by the game controller 606 can beused to communicate with a variety of devices remote to the gamingdevice 604. For instance, the communication software can be used tocommunicate with one or more of a) servers remote to the device, such as602, b) other gaming devices, such as table gaming device 652, mobilegaming device 654 and slot-type gaming device 656 and c) mobile devicescarried by casino personnel or players in the vicinity of the gamingdevice 604. Via the communication software, the game controller can beconfigured to communicate via many different communication protocols.For instance, different wireless and/or wired communication protocolscan be implemented. Further, proprietary or non-proprietary gamingspecific protocols can be implemented. For instance, gaming specificnon-proprietary communication protocols, such as G2S (game to system),GDS (gaming device standard) and S2S (system to system) communicationprotocols provided by the Gaming Standards Association (GSA), Fremont,Calif., can be implemented on the gaming devices described herein.

The gaming device 604 can communicate with one or more remote devicesvia one or more network interfaces, such as 612. For instance, vianetwork interfaces 612 and the network 601, the gaming device 604 cancommunicate with other gaming devices, such as server 602 and/or gamingdevices, 652, 654 and 656. The network interfaces can provide wired orwireless communications pathways for the gaming device 604. Some gamingdevices may not include a network interface or can be configured tooperate in a stand-alone mode where the network interface is notconnected to a network.

In other embodiments, a mobile device interface or interfaces, such as614, can be provided for communicating with a mobile device, such as acell phone, a laptop, netbook or a tablet computer carried by players orcasino personnel temporarily in the vicinity of the gaming device 604. Awireless communication protocol, such as Bluetooth™ and a Wi-Ficompatible standard, can be used for communicating with the mobiledevices via the mobile device interfaces 614. In one embodiment, themobile device interface can implement a short range communicationprotocol, such as a near-field communication (NFC) protocol used formobile wallet applications. NFC is typically used for communicationdistances of 4 cm or less. In addition, a wired communication interface,such as a docking station, can be integrated into the gaming device,such as 604. The wired communication interface can be configured toprovide communications between the gaming device 604 and the mobiledevice and/or providing power to the mobile device.

Near field communication, or NFC, allows for simplified transactions,data exchange, and connections with a touch. Formed in 2004, the NearField Communication Forum (NFC Forum) promotes sharing, pairing, andtransactions between NFC devices and develops and certifies devicecompliance with NFC standards. NFC's short range helps keep encryptedidentity documents private. Thus, a smartphone or tablet with an NFCchip can make a credit card/debit card payment to a gaming device orserve as keycard or ID card for a loyalty program. Further, an NFCdevice can act a hotel room key. The user of an NFC device as a hotelroom keys and/or a player tracking card instrument may allow fast VIPcheck-in and reduce staffing requirements.

NFC devices can read NFC tags on a gaming device 604 to get moreinformation about the gaming device including an audio or videopresentation. For instance, a tap of an NFC enabled device to a gamingdevice can be used to instantly share a contact, photo, song,application, video, or website link In another example, an NFC enableddevice can be used to transfer funds to the gaming device or enter theplayer in a multi-player tournament. As another example, an NFC enableddevice can be used to receive information from a gaming device that canbe used in a persistent gaming application or a social mediaapplication.

Further, NFC enabled signage can include NFC tags that allow a patron tolearn more information about the content advertised in the signage. TheNFC enabled signage can be part of a gaming system. For instance, a signadvertising a show available at the casino can be configured to transferinformation about the show, show times and ticketing information via anNFC tag. As another example, a sign showing jackpot information, such asprogressive jackpot information, can be used to transfer informationabout the jackpot, such as the last time the jackpot was won and whereit was won.

In one embodiment, an NFC interface on a gaming device can be used toset-up a higher speed communication between the gaming device andanother NFC enabled device such as smart phone. The higher speedcommunication rates can be used for expanded content sharing. Forinstance, a NFC and Bluetooth enabled gaming device can be tapped by anNFC and Bluetooth enabled smart phone for instant Bluetooth pairingbetween the devices. Instant Bluetooth pairing between a gaming deviceand an NFC enabled device, such as a smartphone, can save searching,waiting, and entering codes. In another example, a gaming device can beconfigured as an NFC enabled router, such as a router supporting a Wi-Ficommunication standard. Tapping an NFC enabled device to an NFC enabledand Wi-Fi enabled gaming device can be used to establish a Wi-Ficonnection between the two devices.

The gaming device 604 can include one or more each of value inputdevices 616 and value output device 618. The value input devices 616 canbe used to deposit cash or indicia of credit onto the gaming device. Thecash or indicia of credit can be used to make wagers on games played onthe gaming device 604. Examples of value input devices 616 include butare not limited to a magnetic-striped card or smart card reader, a billand/or ticket acceptor, a network interface for downloading credits froma remote source, a wireless communication interface for reading creditdata from nearby devices and a coin acceptor. A few examples of valueinput devices are shown in FIG. 6.

The value output devices can be used to dispense cash or indicia ofcredit from the gaming device 604. Typically, the indicia of credit canbe exchanged for cash. For instance, the indicia of credit can beexchanged at a cashier station or at a redemption station. Examples ofvalue output devices can include a network interface for transferringcredits into a remote account, a wireless communication interface thatcan be used with a mobile device implementing mobile wallet application,a coin hopper for dispensing coins or tokens, a bill dispenser, a cardwriter, a printer for printing tickets or cards redeemable for cash orcredits. Another type of value output device is a merchandise dispenser,which can be configured to dispense merchandise with a tangible valuefrom a gaming device. A few examples of value output devices are shownin FIG. 6.

The combination of value input devices 616 and value output devices 618can vary from device to device. In some embodiments, a gaming device 604may not include a value input device or a value output device. Forinstance, a thin-client gaming device used in a mobile gamingapplication may not include a value input device and a value outputdevice. Instead, a remote account can be used to maintain the creditswon or lost from playing wager-based games via the mobile device. Themobile device can be used to access the account and affect the accountbalance via game play initiated on the mobile device. Credits can bedeposited or withdrawn from the remote account via some mechanism otherthan via the mobile device interface.

In yet other embodiments, the gaming device 604 can include one or moresecondary controllers 619. The secondary controllers can be associatedwith various peripheral devices coupled to the gaming device, such asthe value input devices and value output devices described in thepreceding paragraphs. As another example, the secondary controllers canbe associated with peripheral devices associated with the playerinterface 608, such as input devices, video displays, electro-mechanicaldisplays and a player tracking unit. In some embodiments, the secondarycontrollers can receives instructions and/or data from and provideresponses to the game controller 606. The secondary controller can beconfigured to interpret the instructions and/or data from the gamecontroller 606 and control a particular device according to the receivedinstructions and/or data. For instance, a print controller may receive aprint command with a number of parameters, such as a credit amount andin response print a ticket redeemable for the credit amount. In anotherexample, a touch screen controller can detect touch inputs and sendinformation to the game controller 606 characterizing the touch input.

In a particular embodiment, a secondary controller can be used tocontrol a number of peripheral devices independently of the gamecontroller 606. For instance, a player tracking unit can include one ormore of a video display, a touch screen, card reader, network interfaceor input buttons. A player tracking controller can control these devicesto provide player tracking services and bonusing on the gaming device604. In alternate embodiments, the game controller 604 can control thesedevices to perform player tracking functions. An advantage of performingplayer tracking functions via a secondary controller, such as a playertracking controller, is that since the player tracking functions don'tinvolve controlling the wager-based game, the software on the playertracking unit can be developed modified via a less lengthy andregulatory intensive process than is required for software executed bythe game controller 606, which does control the wager-based game. Ingeneral, using a secondary controller, certain functions of the gamingdevice 604 that are not subject to as much regulatory scrutiny as thegame play functions can be decoupled from the game controller 606 andimplemented on the secondary controller instead. An advantage of thisapproach, like for the player tracking controller, is that softwareapproval process for the software executed by the secondary controllercan be less intensive than the process needed to get software approvedfor the game controller.

A mass storage unit(s) 620, such as a device including a hard drive,optical disk drive, flash memory or some other memory storage technologycan be used to store applications and data used and/or generated by thegaming device 604. For instance, a mass storage unit, such as 620, canbe used to store gaming applications executed by the game controller 606where the gaming device 604 can be configured to receive downloads ofgame applications from remote devices, such as server 602. In oneembodiment, the game controller 606 can include its own dedicated massstorage unit. In another embodiment, critical data, such as game historydata stored in the power-hit tolerant memory 630 can be moved from thepower-hit tolerant memory 630 to the mass storage unit 620 at periodicintervals for archival purposes and to free up space in the power-hittolerant memory 630.

The gaming device 604 can include security circuitry 622, such assecurity sensors and circuitry for monitoring the sensors. The securitycircuitry 622 can be configured to operate while the gaming device isreceiving direct power and operational to provide game play as well aswhen the gaming device is uncoupled from direct power, such as duringshipping or in the event of a power failure. The gaming device 604 canbe equipped with one or more secure enclosures, which can include locksfor limiting access to the enclosures. One or more sensors can belocated within the secure enclosures or coupled to the locks. Thesensors can be configured to generate signals that can be used todetermine whether secure enclosures have been accessed, locks have beenactuated or the gaming device 604, such as a mobile device has beenmoved to an unauthorized area. The security monitoring circuitry can beconfigured to generate, store and/or transmit error events when thesecurity events, such as accessing the interior of the gaming device,have occurred. The error events may cause the game controller 606 toplace itself in a “safe” mode where no game play is allowed until theerror event is cleared.

The server 602 can be configured to provide one or more functions togaming devices or other servers in a gaming system 600. The server 602is shown performing a number of different functions. However, in variousembodiments, the functions can be divided among multiple servers whereeach server can communicate with a different combination of gamingdevices. For instance, player interface support 636 and gaming devicesoftware 638 can be provided on a first server, progressives can beprovided on a second server, loyalty program functions 640 andaccounting 648 can be provided on a third server, linked gaming 644 canbe provided on a fourth server, cashless functions 646 can be providedon a fifth server and security functions 650 can be provided on a sixthserver. In this example, each server can communicate with a differentcombination of gaming devices because each of the functions provided bythe servers may not be provided to every gaming device in the gamingsystem 600. For instance, the server 602 can be configured to provideprogressive gaming functions to gaming devices 604, 652 and 656 but notgaming device 654. Thus, the server 602 may not communicate with themobile gaming device 654 if progressive functions are not enabled on themobile gaming device at a particular time.

Typically, each server can include an administrator interface thatallows the functions of a server, such as 602, to be configured andmaintained. Each server 602 can include a processor and memory. In someembodiments, the servers, such as 602, can include a game controllerwith components, such as but not limited to a power-hit tolerant memory630, a trusted memory 632 and an RNG 634 described with respect togaming device 604. The servers can include one or more networkinterfaces on which wired or wireless communication protocols can beimplemented. Next, some possible functions provided by the server 602are described. These functions are described for the purposes ofillustration only and are not meant to be limiting.

The player interface support 636 can be used to serve content to gamingdevices, such as 604, 652, 654 and 656, remote to the server. Thecontent can include video and audio content that can be output on one ofthe player interfaces, such as 608, 652 a, 654 a and 656 a. Further, thecontent can be configured to utilize unique features of a particularplayer interface, such as video displays, wheels or reels, if theparticular player interface is so equipped.

In one embodiment, via the player interface support, content can beoutput to all or a portion of a primary video display that is used tooutput wager-based game outcomes on a player interface associated with agaming device. For instance, a portion of the primary display can beallocated to providing a “service window” on the primary video displaywhere the content in the service window is provided from a server remoteto the gaming device. In particular embodiments, the content deliveredfrom the server to a gaming device as part of the player interfacesupport 636 can be affected by inputs made on the gaming device. Forinstance, the service window can be generated on a touch screen displaywhere inputs received via the service window can be sent back to server602. In response, to the received inputs, the server 602 can adjust thecontent that is displayed on the remote gaming device that generated theinputs.

The “service window” application can be generated by software code thatis executed independently of other game controller software in a secure“sandbox.” Via the sandbox, an executable can be given limited access tovarious resources on an EGM, such as a portion of the CPU resources andmemory available on a game controller. The memory can be isolated fromthe memory used by other processes, such as game processes executed bythe game controller.

As described above, a service window application can be allowed tocontrol, send and/or receive data from secondary devices on the EGM,such as a video display, a touch screen power interfaces orcommunication interfaces. A service window application allowed toutilize a communication interface, such as a wireless communicationinterface, can be configured to communicate with a portable electronicdevice via the communication interface. In another embodiment, via thevideo display, the service window application can be configured tooutput data in an optical image format, such as a 1-D/2-D bar-code or aQR code. The optically formatted data can be captured by a camera on theportable electronic device. For instance, information about a promotioncan be displayed in the service window in a QR code format andtransferred to a user's portable electronic device via an image capturedevice on their portable electronic device.

If a player's identity is known, then the player interface support 636can be used to provide custom content to a remote gaming device, such as604. For instance, a player can provide identification information, suchas information indicating their membership in a loyalty program, duringtheir utilization of a gaming device. The custom content can be selectedto meet the identified player's interests. In one embodiment, theplayer's identity and interests can be managed via a loyalty program,such as via a loyalty program account associated with loyalty function640. The custom content can include notifications, advertising andspecific offers that are determined to be likely of interest to aparticular player.

The gaming device software function 638 can be used to provide downloadsof software for the game controller and/or second controllers associatedwith peripheral devices on a gaming device. For instance, the gamingdevice software 638 may allow an operator and/or a player to select anew game for play on a gaming device. In response to the game selection,the gaming device software function 638 can be used to download gamesoftware that allows a game controller to generate the selected game. Inanother example, in response to determining that a new counterfeit billis being accepted by bill acceptors in the gaming system 600, the gamingdevice software function 638 can be used to download a new detectionalgorithm to the bill acceptors that allow the counterfeit bill to bedetected.

The progressive gaming function 642 can be used to implement progressivegame play on one or more gaming devices. In progressive game play, aportion of wagers associated with the play of a progressive game isallocated to a progressive jackpot. A group of gaming devices can beconfigured to support play of the progressive game and contribute to theprogressive jackpot. In various embodiments, the gaming devicescontributing to a progressive jackpot may be a group of gaming devicescollocated near one another, such as a bank of gaming machines on acasino floor, a group of gaming devices distributed throughout a singlecasino, or group of gaming devices distributed throughout multiplecasinos (e.g., a wide area progressive). The progressive gaming function642 can be used to receive the jackpot contributions from each of thegaming devices participating in the progressive game, determine acurrent jackpot and notify participating gaming devices of the currentprogressive jackpot amount, which can be displayed on the participatinggaming devices if desired.

The loyalty function 640 can be used to implement a loyalty programwithin a casino enterprise. The loyalty function 640 can be used toreceive information regarding activities within a casino enterpriseincluding gaming and non-gaming activities and associate the activitieswith particular individuals. The particular individuals can be known ormay be anonymous. The loyalty function 640 can used to store a record ofthe activities associated with the particular individuals as well aspreferences of the individuals if known. Based upon the informationstored with the loyalty function 640 comps (e.g., free or discountedservices including game play), promotions and custom contents can beserved to the particular individuals.

The linked gaming function 644 can be used to used provide game playactivities involving player participating as a group via multiple gamingdevices. An example, a group of player might be competing against oneanother as part of a slot tournament. In another example, a group ofplayers might be working together in attempt to win a bonus that can beshared among the players.

The cashless function 646 can enable the redemption and the dispensationof cashless instruments on a gaming device. For instance, via thecashless function, printed tickets, serving as a cashless instrument,can be used to transfer credits from one gaming device to another gamingdevice. Further, the printed tickets can be redeemed for cash. Thecashless function can be used to generate identifying information thatcan be stored to a cashless instrument, such as a printed ticket, thatallows the instrument to later be authenticated. After authentication,the cashless instrument can be used for additional game play or redeemedfor cash.

The accounting function can receive transactional information fromvarious gaming devices within the gaming system 600. The transactionalinformation can relate to value deposited on each gaming device andvalue dispensed from each gaming device. The transactional information,which can be received in real-time, can be used to assess theperformance of each gaming device as well as an overall performance ofthe gaming system. Further, the transactional information can be usedfor tax and auditing purposes.

The security function 650 can be used to combat fraud and crime in acasino enterprise. The security function 650 can be configured toreceive notification of a security event that has occurred on a gamingdevice, such as an attempt at illegal access. Further, the securityfunction 650 can receive transactional data that can be used to identifyif gaming devices are being utilized in a fraudulent or unauthorizedmanner The security function 650 can be configured to receive, store andanalyze data from multiple sources including detection apparatus locatedon a gaming device and detection apparatus, such as cameras, distributedthroughout a casino. In response to detecting a security event, thesecurity function 650 can be configured to notify casino personnel ofthe event. For instance, if a security event is detected at a gamingdevice, a security department can be notified. Depending on the securityevent, one or more team members of the security department can bedispatched to the vicinity of the gaming device. Next, a perspectivediagram of a slot-type gaming device that can include all or a portionof the components described with respect to gaming device 604 isdescribed.

FIG. 6 shows a perspective drawing of a gaming device 700 in accordancewith the described embodiments. The gaming device 700 is example of whatcan be considered a “thick-client.” Typically, a thick-client isconfigurable to communicate with one or more remote servers but providesgame play, such as game outcome determination, independent of the remoteservers. In addition, a thick-client can be considered as such becauseit includes cash handling capabilities, such as peripheral devices forreceiving cash, and a secure enclosure within the device for storing thereceived cash. In contrast, thin-client device, such as a mobile gamingdevice, may be more dependent on a remote server to provide a componentof the game play on the device, such as game outcome determination,and/or may not include peripheral devices for receiving cash and anassociated enclosure for storing it.

Many different configurations are possible between thick and thinclients. For instance, a thick-client device, such as 700, deployed in acentral determination configuration, may receive game outcomes from aremote server but still provide cash handling capabilities. Further, theperipheral devices can vary from gaming device to gaming device. Forinstance, the gaming device 700 can be configured withelectro-mechanical reels to display a game outcome instead of a videodisplay, such as 710. Thus, the features of gaming device 700 aredescribed for the purposes of illustration only and are not meant to belimiting.

The gaming device 700 can include a main cabinet 702. The main cabinet702 can provide a secure enclosure that prevents tampering with thedevice components, such as a game controller (not shown) located withinthe interior of the main cabinet and cash handing devices including acoin acceptor 720, a ticket printer 726 and a bill acceptor 718. Themain cabinet can include an access mechanism, such as door 704, whichallows an interior of the gaming device 700 to be accessed. Theactuation of the door 704 can be controlled by a locking mechanism, suchas lock 716. The lock 716, the door 704 and the interior of the maincabinet 702 can be monitored with security sensors for detecting whetherthe interior has been accessed. For instance, a light sensor can beprovided to detect a change in light-level in response to the door 704being opened.

The interior of the main cabinet 700 can include additional secureenclosure, which can also be fitted with locking mechanisms. Forinstance, the game controller, such as game controller 606, shown inFIG. 5, can be secured within a separate locked enclosure. The separatelocked enclosure for the game controller may allow maintenance functionsto be performed on the gaming device, such as emptying a drop box forcoins, emptying a cash box or replacing a device, while preventingtampering with the game controller. Further, in the case of device witha coin acceptor, 720, the separate enclosure can protect the electronicsof the game controller from potentially damaging coin dust.

A top box 706 can be mounted to the top of the main cabinet 702. Anumber of peripheral devices can be coupled to the top box 706. In FIG.6, a display device 708 and a candle device 714 are mounted to the topbox 706. The display device 708 can be used to display informationassociated with game play on the gaming device 700. For instance, thedisplay device 708 can be used to display a bonus game presentationassociated with the play of a wager-based game (One or more bonus gamesare often features of many wager-based games). In another example, thedisplay device 708 can be used to display information associated with aprogressive game, such as one or more progressive jackpot amounts. Inyet another example, the display device 708 can be used to display anattract feature that is intended to draw a potential player's attentionto the gaming device 700 when it is not in use.

The candle device 714 can include a number of lighting elements. Thelighting elements can be lit in different patterns to draw attention tothe gaming device. For instance, one lighting pattern may indicate thatservice is needed at the gaming device 700 while another light patternmay indicate that a player has requested a drink. The candle device 714is typically placed at the top of gaming device 700 to increase itsvisibility. Other peripheral devices, including custom bonus devices,such as reels or wheels, can be included in a top box 706 and theexample in FIG. 6 is provided for illustrative purposes only. Forinstance, some of the devices coupled to the main cabinet 702, such asprinter 726, can be located in a different top box configuration.

The gaming device 700 provides a player interface that allows the playof a game, such as wager-based game. In this embodiment, the playerinterface includes 1) a primary video display 710 for outputting videoimages associated with the game play, 2) audio devices, such as 722, foroutputting audio content associated with game play and possibly casinooperations, 3) an input panel 712 for at least providing game playrelated inputs and 4) a secondary video display 708 for outputting videocontent related to the game play (e.g., bonus material) and/or thecasino enterprise (e.g., advertising). In particular embodiments, one orboth of the video displays, 708 and 710, can be equipped with a touchscreen sensor and associated touch screen controller, for detectingtouch inputs, such as touch inputs associated with the play of a game ora service window output to the display device.

The input panel 712 can include a number of electro-mechanical inputbuttons, such as 730, and/or touch sensitive surfaces. For instance, theinput panel can include a touch screen equipped video display to providea touch sensitive surface. In some embodiments, the functions of theelectro-mechanical input buttons can be dynamically reconfigurable. Forinstance, the function of the electro-mechanical input buttons may bechanged depending on the game that is being played on the gaming device.To indicate function changes, the input buttons can each include aconfigurable display, such as an e-ink or a video display for indicatingthe function of button. The output of the configurable display can beadjusted to account for a change in the function of the button.

The gaming device 700 includes a card reader 728, a printer 726, a coinacceptor 720, a bill and/or ticket acceptor 720 and a coin hopper (notshown) for dispensing coins to a coin tray 732. These devices canprovide value input/output capabilities on the gaming device 700. Forinstance, the printer 726 can be used to print out tickets redeemablefor cash or additional game play. The tickets generated by printer 726as well as printers on other gaming devices can be inserted into billand ticket acceptor 718 to possibly add credits to the gaming device700. After the ticket is authenticated, credits associated with theticket can be transferred to the gaming device 700.

The device 718 can also be used to accept cash bills. After the cashbill is authenticated, it can be converted to credits on the gamingdevice and used for wager-based game play. The coin acceptor 720 can beconfigured to accept coins that are legal tender or tokens, such astokens issued by a casino enterprise. A coin hopper (not shown) can beused to dispense coins that are legal tender or tokens into the cointray 732.

The various aspects, embodiments, implementations or features of thedescribed embodiments can be used separately or in any combination.Various aspects of the described embodiments can be implemented bysoftware, hardware or a combination of hardware and software. Thecomputer readable medium is any data storage device that can store datawhich can thereafter be read by a computer system. Examples of thecomputer readable medium include read-only memory, random-access memory,optical media (e.g., CD-ROMs, DVDs), magnetic tape, solid state drives(e.g., flash drives) and optical data storage devices. The computerreadable medium can also be distributed over network-coupled computersystems so that the computer readable code is stored and executed in adistributed fashion.

The foregoing description, for purposes of explanation, used specificnomenclature to provide a thorough understanding of the invention.However, it will be apparent to one skilled in the art that the specificdetails are not required in order to practice the invention. Thus, theforegoing descriptions of specific embodiments of the present inventionare presented for purposes of illustration and description. They are notintended to be exhaustive or to limit the invention to the precise formsdisclosed. It will be apparent to one of ordinary skill in the art thatmany modifications and variations are possible in view of the aboveteachings.

The embodiments were chosen and described in order to best explain theprinciples of the invention and its practical applications, to therebyenable others skilled in the art to best utilize the invention andvarious embodiments with various modifications as are suited to theparticular use contemplated. It is intended that the scope of theinvention be defined by the following claims and their equivalents.

While the embodiments have been described in terms of several particularembodiments, there are alterations, permutations, and equivalents, whichfall within the scope of these general concepts. It should also be notedthat there are many alternative ways of implementing the methods andapparatuses of the present embodiments. It is therefore intended thatthe following appended claims be interpreted as including all suchalterations, permutations, and equivalents as fall within the truespirit and scope of the described embodiments.

1. An electronic gaming machine comprising: a cabinet; a firstcommunication interface, integrated into the cabinet, for establishingcommunications between the electronic gaming machine and a portableelectronic device; a second communication interface, integrated into thecabinet, that is configurable to allow the portable electronic device toaccess a network; a game controller including a processor and a memorycoupled to at least the second communication interface and securedwithin the cabinet configured to control a wager-based game; and aninterface controller configured to determine an amount of network accesstime available for the portable electronic device via the secondcommunication interface wherein the amount of network access timeavailable depends on at least an amount of network access time earnedfrom game play activities on the electronic gaming machine, determine alevel of network access to grant to the portable electronic device, andinterrupt the portable electronic device's access to the network via thesecond communication interface when it is determined the amount ofnetwork access time available is below a minimum amount.
 2. The gamingmachine of claim 1, wherein the interface controller is provided in thegame controller including a processor and a memory coupled to the secondcommunication interface and secured within the gaming cabinet configuredto control a wager-based game.
 3. The gaming machine of claim 1, whereinthe interface controller is separate from the game controller.
 4. Thegaming machine of claim 1, wherein the first communication interface isconfigured to notify the game controller when a portable electronicdevice is coupled to the first communication interface.
 5. The gamingmachine of claim 1, further comprising a communication interfaceassembly including a status light indicator for indicating a state ofthe network access provided via the second communication interface. 6.The gaming machine of claim 1, wherein the first communication interfaceis configured to receive a cord coupled to the portable electronicdevice.
 7. The gaming machine of claim 1, wherein the wireless accessinterface is configured to provide network access wirelessly to theportable electronic device.
 8. The gaming machine of claim 1, whereinthe game controller is further configured to, after a first wager-basedgame is initiated, determine an amount of network access time earned forthe first wager-based game, add the amount of network access time earnedfor the first wager-based game to the amount of network access timeavailable and to start reducing the amount of network access timeavailable to the portable electronic device via the second communicationinterface based upon a time since the first wager-based was initiated.9. The gaming machine of claim 8, wherein the amount of network accesstime that is earned is based upon one or more of an amount wagered, anumber of games played, the amount wagered in a time period, the numberof games played per time period.
 10. The gaming machine of claim 8,wherein the amount of network access time that is earned depends onwhether a user has provided player tracking information.
 11. The gamingmachine of claim 10, wherein the amount of network access time that isearned for a same amount of game play is greater when the user hasprovided the player tracking information.
 12. The gaming machine ofclaim 8, further comprising a display coupled to the game controllerwherein the game controller is further configured to output one of anindication of the amount of network access time available, an indicationof amount of network access time earned or combinations thereof to thedisplay.
 13. The gaming machine of claim 1, wherein the game controlleris configured to determine an amount of remaining network access timeand send to a player tracking system the amount of remaining networkaccess time so that it can be stored to a user's player trackingaccount.
 14. The gaming machine of claim 1, wherein the game controlleris configured to receive player tracking information including networkaccess time earned on another electronic gaming machine and add thenetwork access time earned to the amount of network access timeavailable for the communication interface.
 15. A method in an electronicgaming machine including a communication interface configured to providenetwork access to a portable electronic device comprising: blockingnetwork access via the communication interface; establishingcommunications with the portable electronic device via a secondcommunication interface of the gaming machine separate from the firstcommunication interface; receiving an input signal initiating a firstwager-based game through a game controller of the gaming machine;determining an amount of network access time earned for the firstwager-based game; determining a level of network access to grant to theportable electronic device; unblocking access to the network to thedetermined level of network access via the communication interface foronly the portable electronic device with which communications have beenestablished; repeatedly determining network access time remaining basedupon the determined amount of network access time earned for the firstwager-based game and a time since the first wagered-based game wasinitiated; and blocking access to the communication interface when thenetwork access time remaining reaches a minimum threshold amount. 16.The method of claim 15, further comprising: receiving an input signal toinitiate a second wager-based game prior to the network access timeremaining reaches the minimum threshold amount while access to thenetwork is unblocked; determining an amount of network access timeearned for the second wager-based game; repeatedly determining thenetwork access time remaining based upon the determined amount ofnetwork access time earned for the second wager-based game and a timesince the second wagered-based game was initiated.
 17. The method ofclaim 16, further comprising: determining network access time remainingwhen the second wager-based game is initiated; and repeatedlydetermining the network access time remaining based upon the determinedamount of network access time earned for the second wager-based game,the network access time remaining when the second wager-based game isinitiated and the time since the second wagered-based game wasinitiated.
 18. The method of claim 17, further comprising: determining acombination of the determined amount of network access time earned forthe second wager-based game and the network access time remaining whenthe second wager-based game is initiated exceeds a maximum thresholdtime amount; repeatedly determining the network access time remainingbased upon the maximum threshold time amount and the time since thesecond wagered-based game was initiated.
 19. The method of claim 15,further comprising: receiving an input signal indicating a cashout ordetermining there are no credits remaining for wagers when the networkaccess time remaining is greater than the minimum threshold amount andblocking access to the network.
 20. The method of claim 15, furthercomprising: changing a state of a network access status indicatorvisible on a front of the electronic gaming machine when thecommunication interface is switched on or switched off.
 21. The methodof claim 15, further comprising: outputting an indicator associated witha state of the communication interface to a display screen.
 22. Anelectronic gaming machine comprising: a cabinet; a secondary gamingdevice coupled to the cabinet including: a secondary processor,including a processor and a memory, separate from a game controller; acommunication interface that allows network access to be provided to aportable electronic device, the communication interface configured toblock network access via the communication interface in response tocommands received from the secondary processor; wherein the secondaryprocessor is configured to determine an amount of network access timeavailable for the communication interface wherein the amount of networkaccess time available depends on at least an amount of network accesstime earned from game play activities on the electronic gaming machine,determine a level of network access to grant to the portable electronicdevice, and send a command to the communication interface to blocknetwork access when it is determined the amount of network access timeavailable is below a minimum amount; and the game controller including aprocessor and a memory communicatively coupled to the secondary gamingdevice and secured within the cabinet, the game controller configured tocontrol a wager-based game and send information related to the game playactivities to the secondary gaming device.
 23. The electronic gamingmachine of claim 22, wherein the secondary gaming device is one of aplayer tracking unit, a card reader, a bill validator or a printer. 24.The electronic gaming machine of claim 22, wherein the communicationinterface allows network access to be provided wirelessly to theportable electronic device.
 25. The electronic gaming machine of claim22, further comprising a power interface configured to provide power tothe portable electronic device.
 26. The electronic gaming machine ofclaim 24, wherein the game controller is further configured to, after awager-based game is initiated, determine a level of network accessearned for the wager-based game.
 27. The electronic gaming machine ofclaim 24, wherein the level of network access is selected from the groupconsisting of: text communications, email communications, generalInternet access, and high speed Internet access.
 28. The electronicgaming machine of claim 1, wherein the first communication interface isconfigured to establish communications between the electronic gamingmachine and a second portable electronic device during communicationsbetween the gaming machine and the portable electronic device.
 29. Anelectronic gaming machine comprising: a cabinet; a first communicationinterface, integrated into the cabinet, for establishing communicationsbetween the electronic gaming machine and a portable electronic device;a second communication interface, integrated into the cabinet, that isconfigurable to allow the portable electronic device to access theInternet through the electronic gaming machine; a game controllerincluding a processor and a memory coupled to at least the secondcommunication interface and secured within the cabinet configured tocontrol a wager-based game; and an interface controller configured todetermine an amount of Internet access time available for the portableelectronic device via the second communication interface wherein theamount of Interface access time available depends on at least an amountof Internet access time earned from game play activities on theelectronic gaming machine, and interrupt the portable electronicdevice's access to the Internet via the second communication interfacewhen it is determined the amount of Internet access time available isbelow a minimum amount.
 30. The gaming machine of claim 29, wherein theinterface controller is further configured to select a level of Internetaccess available to the portable electronic device from at least a firstlevel of access and a second level of access.
 31. The gaming machine ofclaim 30, wherein the first level of access corresponds to a firstInternet access speed, wherein the second level of access corresponds toa second Internet access speed, and wherein the first Internet accessspeed is greater than the second Internet access speed.